Falling Icicle
Adventurer
I can understand why people would be annoyed if a player was exploiting the rules to make an overpowered character, but using a spell as written and intended is not what I'd call a personality problem.
In terms of its power...think of it this way, it effectively makes the cleric proficient in ALL skills. Every single one. Better even, the skills he is proficient with he is even better at.
I normally have a chat about how they don't fit into our long established play style and should probably find a different group.
Nope.
Let's run through the list again:
1. Guidance and Stealth checks are pretty much mutually exclusive, due to the verbal component.
2. Guidance and most social skills (other than Intimidate) are incompatible, because people will be suspicious.
3. Guidance with skills in combat is unreliable, as the caster might already have a concentration spell going.
1) Making a stealth check to keep sneaking around, I agree. Making a stealth check to hide really quick, guidance has you covered.
2) Doing a diplomacy check in the middle of a negotiation, agreed. Walking into the room and making the big speech, guidance has you covered.
Bottom line is, in situations where guidance can be used...and that is a very large list, it is proficiency in every skill. Need to recall knowledge on any subject, check. Plan to walk into a shop and haggle with a merchant, check. Need to climb a wall, check. Need to find out which way is north, check. Need to calm a horse down, check. Need to swim across a river, check.
Starting at level 9, when the proficiency bonus is +4, this cantrip is only about half as good as proficiency. By comparison, all bards are half-proficient (at minimum) in every skill starting at level 2, all the time, without having to cast a spell.Bottom line is, in situations where guidance can be used...and that is a very large list, it is proficiency in every skill. Need to recall knowledge on any subject, check. Plan to walk into a shop and haggle with a merchant, check. Need to climb a wall, check. Need to find out which way is north, check. Need to calm a horse down, check. Need to swim across a river, check.
Just curious: how do people who dislike Guidance feel about the Help action? Because while it doesn't last as long, it's a totally spammable ability that grants advantage to every ability check ever.
Starting at level 9, when the proficiency bonus is +4, this cantrip is only about half as good as proficiency. By comparison, all bards are half-proficient (at minimum) in every skill starting at level 2, all the time, without having to cast a spell.
Plus 1d4 on a skill check is nice, but it's not exactly an auto-success. It's basically the same as a circumstance bonus from previous editions.
There seem to be a lot of DMs who think creating and maintaining challenge is their primary role. It is not. The primary role of a DM is to make the game fun. Maintaining challenge is a small part of that. A much bigger, more important part is letting the players use their abilities to their advantage and feel powerful in doing so.
In the grand scheme of things, guidance is an easy way to let players feel good about their characters and teamwork, and it does not wreck the game. It improves their chance of success by a blistering 12.5 percent. Big woop. Trust me, your game will be better if you just let them have their fun. People are far more likely to lose interest in a campaign where the DM is overly draconian than if things are a tiny bit on the easy side. It is human nature to like to win, after all.